[TOT] Terrain2.bmp (TOTPP)

400AD

Chieftain
Joined
Mar 22, 2020
Messages
26
Hello folks!

First, thank you all for keeping this antique game alive!

I managed to install the TTOPP-Patch and I'm now in the experimental phase.

Anyone here can up a terrain2.bmp with all the new possible lines?

Greetings

C.
 
Hi 400AD,

I assume you mean the following terrain2 file which uses the extra terrain types allowed by ToTPP. This particular sample graphic file comes from Knighttime's wonderful Medieval Millennium mod which you can download here.

As far as I'm aware he's the only one whose implemented this extra feature in a game to date. You may want to pay special attention to his Rules_mm.txt file to see how to set up these extra tiles in the @OVERLAYS section.

Code:
; TOTPP
; The @OVERLAYS section enables custom overlays from TERRAIN2.bmp for arbitrary terrain types.
; This section consists of a list of terrain types followed by 3 numbers.
; -  For the terrain type you can either use its ordinal index (0-15), the abbreviation
;    used in @TERRAIN (Drt, Pln, etc.), or the full name
; -  The first number is the number of tiles to read, either 1, 3 or 16. When 16, tiles are read in
;    2 rows of 8, similar to the original overlays. When 1 or 3, tiles are read from a single row.
;    The use for the 3-tile overlay is to prevent the dithering used between different terrain types
;    to render on top of the tile. These tiles correspond to the three tiles in TERRAIN1.bmp.
; -  The second number is the height of the tiles, 32, 48 or 64.
;    This reveals the reason to use overlays in TERRAIN2.bmp for 1 or 3 tiles: you can increase
;    the height of these graphics to 48 or 64, instead of being fixed at 32 as they are in TERRAIN1.bmp.
; -  The third number is the y-coordinate in TERRAIN2.bmp from where to start reading the tiles.
;    The starting x-coordinate is always 1.
; Tiles are expected to be separated from each other by a one-pixel border.
; River tiles are always read from their original position of (1, 67). River mouths and coastal tiles
;    shift down, they are read from right below the bottommost overlay.
; In the absence of an @OVERLAYS section, overlays are defined to correspond to a default TERRAIN2.bmp file.
; @OVERLAYS1 .. @OVERLAYS3 can be used for secondary maps, similarly to @TERRAIN1-3.
;
@OVERLAYS
Mountain Pass, 16, 32, 133
Mountains, 16, 32, 199
Dense Forest, 16, 32, 265
Pine Forest, 16, 32, 331
Hills, 16, 32, 397
Terraced Hills, 16, 32, 463
 

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Thank you tootall, this exactly what I was looking for. And thanks for the explanation, i think the additional three terrain overlays are adequate for my purpose.

Greetings

C.
 
@tootall_2012 Thank you for the reference, sir!

@Dadais I'm very interested in both of your current projects, TES and the updated Last Days of Empire -- have just been holding off because it seems like there are so many frequent changes. But I downloaded TES Alpha now just to get a sneak peak. :) Looking forward to playing these sometime soon!

@400AD All of the terrains that I added to Terrain2.bmp are using the (standard) 32 pixel height. But TOTPP also supports Terrain2 graphics that are 48 or 64 pixels high. I see that Dadais made use of that feature in his TES project, so that would be a great resource if you also want to see how taller images work. (Alpha version is posted here.)
 
But I downloaded TES Alpha now just to get a sneak peak. :) Looking forward to playing these sometime soon!
Much thanks !

Indeed, all beeing passionned by our own projects, its hard to follow and immerse oneself in all what is given birth around.
This makes veteran designers review all the more valuable, and one may only grow thirsty of advices and corrections. ;)
 
So are we still limited to the (is it 15?) Terrain slots, but we can choose to have the extras in terrain 2 instead of terrain 1 now?
 
So are we still limited to the (is it 15?) Terrain slots, but we can choose to have the extras in terrain 2 instead of terrain 1 now?
We are still limited to 16 terrain types, yet we may have up to 15 or 16* terrains layout (instead of the usual forrest, hills and mountain ones only) with terrain2, even beeing able to play with these layout height if necessary :)

*didn't test a sea layout though.
 
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Guess you're not reading the ToTPP thread atm @tootall_2012 as I literally just posted an example a couple of days ago hehe.
https://forums.civfanatics.com/threads/the-test-of-time-patch-project.517282/page-66#post-16214130

Nichael's Lanlande Deluxe ToTPP mod not only uses terrain2 files that have the extra rows ready for a full 16 but he's also made all (possible) fields the full 64 pixels in height.
https://forums.civfanatics.com/threads/lalande-21185-deluxe-totpp-edition.674048/

.

I remember briefly glancing at your post and the bmp image but didn't realize it was part of an actual scenario. For a second time, I stand corrected :lol:! Thanks for letting me know! :)
 
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